[GameInventory] Service Prototype

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MidoriKami 2023-11-29 18:15:34 -08:00 committed by Soreepeong
parent d52118b3ad
commit 92f4df625f
6 changed files with 831 additions and 0 deletions

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using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Dalamud.IoC;
using Dalamud.IoC.Internal;
using Dalamud.Logging.Internal;
using Dalamud.Plugin.Services;
using FFXIVClientStructs.FFXIV.Client.Game;
namespace Dalamud.Game.Inventory;
/// <summary>
/// This class provides events for the players in-game inventory.
/// </summary>
[InterfaceVersion("1.0")]
[ServiceManager.EarlyLoadedService]
internal class GameInventory : IDisposable, IServiceType, IGameInventory
{
private static readonly ModuleLog Log = new("GameInventory");
[ServiceManager.ServiceDependency]
private readonly Framework framework = Service<Framework>.Get();
private readonly Dictionary<GameInventoryType, Dictionary<int, InventoryItem>> inventoryCache;
[ServiceManager.ServiceConstructor]
private GameInventory()
{
this.inventoryCache = new Dictionary<GameInventoryType, Dictionary<int, InventoryItem>>();
foreach (var inventoryType in Enum.GetValues<GameInventoryType>())
{
this.inventoryCache.Add(inventoryType, new Dictionary<int, InventoryItem>());
}
this.framework.Update += this.OnFrameworkUpdate;
}
/// <inheritdoc/>
public event IGameInventory.OnItemMovedDelegate? ItemMoved;
/// <inheritdoc/>
public event IGameInventory.OnItemRemovedDelegate? ItemRemoved;
/// <inheritdoc/>
public event IGameInventory.OnItemAddedDelegate? ItemAdded;
/// <inheritdoc/>
public event IGameInventory.OnItemChangedDelegate? ItemChanged;
/// <inheritdoc/>
public void Dispose()
{
this.framework.Update -= this.OnFrameworkUpdate;
}
private void OnFrameworkUpdate(IFramework framework1)
{
// If no one is listening for event's then we don't need to track anything.
if (!this.AnyListeners()) return;
var performanceMonitor = Stopwatch.StartNew();
var changelog = new List<GameInventoryItemChangelog>();
foreach (var (inventoryType, cachedInventoryItems) in this.inventoryCache)
{
foreach (var item in this.GetItemsForInventory(inventoryType))
{
if (cachedInventoryItems.TryGetValue(item.Slot, out var inventoryItem))
{
// Gained Item
// If the item we have cached has an item id of 0, then we expect it to be an empty slot.
// However, if the item we see in the game data has an item id that is not 0, then it now has an item.
if (inventoryItem.ItemID is 0 && item.ItemID is not 0)
{
var gameInventoryItem = new GameInventoryItem(item);
this.ItemAdded?.Invoke(inventoryType, (uint)item.Slot, gameInventoryItem);
changelog.Add(new GameInventoryItemChangelog(GameInventoryChangelogState.Added, gameInventoryItem));
Log.Verbose($"New Item Added to {inventoryType}: {item.ItemID}");
this.inventoryCache[inventoryType][item.Slot] = item;
}
// Removed Item
// If the item we have cached has an item id of not 0, then we expect it to have an item.
// However, if the item we see in the game data has an item id that is 0, then it was removed from this inventory.
if (inventoryItem.ItemID is not 0 && item.ItemID is 0)
{
var gameInventoryItem = new GameInventoryItem(inventoryItem);
this.ItemRemoved?.Invoke(inventoryType, (uint)item.Slot, gameInventoryItem);
changelog.Add(new GameInventoryItemChangelog(GameInventoryChangelogState.Removed, gameInventoryItem));
Log.Verbose($"Item Removed from {inventoryType}: {inventoryItem.ItemID}");
this.inventoryCache[inventoryType][item.Slot] = item;
}
// Changed Item
// If the item we have cached, does not match the item that we see in the game data
// AND if neither item is empty, then the item has been changed.
if (this.IsItemChanged(inventoryItem, item) && inventoryItem.ItemID is not 0 && item.ItemID is not 0)
{
var gameInventoryItem = new GameInventoryItem(inventoryItem);
this.ItemChanged?.Invoke(inventoryType, (uint)item.Slot, gameInventoryItem);
Log.Verbose($"Item Changed {inventoryType}: {inventoryItem.ItemID}");
this.inventoryCache[inventoryType][item.Slot] = item;
}
}
else
{
cachedInventoryItems.Add(item.Slot, item);
}
}
}
// Resolve changelog for item moved
// Group all changelogs that have the same itemId, and check if there was an add and a remove event for that item.
foreach (var itemGroup in changelog.GroupBy(log => log.Item.ItemId))
{
var hasAdd = false;
var hasRemove = false;
foreach (var log in itemGroup)
{
switch (log.State)
{
case GameInventoryChangelogState.Added:
hasAdd = true;
break;
case GameInventoryChangelogState.Removed:
hasRemove = true;
break;
default:
throw new ArgumentOutOfRangeException();
}
}
var itemMoved = hasAdd && hasRemove;
if (itemMoved)
{
var added = itemGroup.FirstOrDefault(log => log.State == GameInventoryChangelogState.Added);
var removed = itemGroup.FirstOrDefault(log => log.State == GameInventoryChangelogState.Removed);
if (added is null || removed is null) continue;
this.ItemMoved?.Invoke(removed.Item.ContainerType, removed.Item.InventorySlot, added.Item.ContainerType, added.Item.InventorySlot, added.Item);
Log.Verbose($"Item Moved {removed.Item.ContainerType}:{removed.Item.InventorySlot} -> {added.Item.ContainerType}:{added.Item.InventorySlot}: {added.Item.ItemId}");
}
}
var elapsed = performanceMonitor.Elapsed;
Log.Verbose($"Processing Time: {elapsed.Ticks}ticks :: {elapsed.TotalMilliseconds}ms");
}
private bool AnyListeners()
{
if (this.ItemMoved is not null) return true;
if (this.ItemRemoved is not null) return true;
if (this.ItemAdded is not null) return true;
if (this.ItemChanged is not null) return true;
return false;
}
private unsafe ReadOnlySpan<InventoryItem> GetItemsForInventory(GameInventoryType type)
{
var inventoryManager = InventoryManager.Instance();
if (inventoryManager is null) return ReadOnlySpan<InventoryItem>.Empty;
var inventory = inventoryManager->GetInventoryContainer((InventoryType)type);
if (inventory is null) return ReadOnlySpan<InventoryItem>.Empty;
return new ReadOnlySpan<InventoryItem>(inventory->Items, (int)inventory->Size);
}
private bool IsItemChanged(InventoryItem a, InventoryItem b)
{
if (a.Container != b.Container) return true; // Shouldn't be possible, but shouldn't hurt.
if (a.Slot != b.Slot) return true; // Shouldn't be possible, but shouldn't hurt.
if (a.ItemID != b.ItemID) return true;
if (a.Quantity != b.Quantity) return true;
if (a.Spiritbond != b.Spiritbond) return true;
if (a.Condition != b.Condition) return true;
if (a.Flags != b.Flags) return true;
if (a.CrafterContentID != b.CrafterContentID) return true;
if (this.IsMateriaChanged(a, b)) return true;
if (this.IsMateriaGradeChanged(a, b)) return true;
if (a.Stain != b.Stain) return true;
if (a.GlamourID != b.GlamourID) return true;
return false;
}
private unsafe bool IsMateriaChanged(InventoryItem a, InventoryItem b)
=> new ReadOnlySpan<ushort>(a.Materia, 5) == new ReadOnlySpan<ushort>(b.Materia, 5);
private unsafe bool IsMateriaGradeChanged(InventoryItem a, InventoryItem b)
=> new ReadOnlySpan<byte>(a.MateriaGrade, 5) == new ReadOnlySpan<byte>(b.MateriaGrade, 5);
}
/// <summary>
/// Plugin-scoped version of a GameInventory service.
/// </summary>
[PluginInterface]
[InterfaceVersion("1.0")]
[ServiceManager.ScopedService]
#pragma warning disable SA1015
[ResolveVia<IGameInventory>]
#pragma warning restore SA1015
internal class GameInventoryPluginScoped : IDisposable, IServiceType, IGameInventory
{
[ServiceManager.ServiceDependency]
private readonly GameInventory gameInventoryService = Service<GameInventory>.Get();
/// <summary>
/// Initializes a new instance of the <see cref="GameInventoryPluginScoped"/> class.
/// </summary>
public GameInventoryPluginScoped()
{
this.gameInventoryService.ItemMoved += this.OnItemMovedForward;
this.gameInventoryService.ItemRemoved += this.OnItemRemovedForward;
this.gameInventoryService.ItemAdded += this.OnItemAddedForward;
this.gameInventoryService.ItemChanged += this.OnItemChangedForward;
}
/// <inheritdoc/>
public event IGameInventory.OnItemMovedDelegate? ItemMoved;
/// <inheritdoc/>
public event IGameInventory.OnItemRemovedDelegate? ItemRemoved;
/// <inheritdoc/>
public event IGameInventory.OnItemAddedDelegate? ItemAdded;
/// <inheritdoc/>
public event IGameInventory.OnItemChangedDelegate? ItemChanged;
/// <inheritdoc/>
public void Dispose()
{
this.gameInventoryService.ItemMoved -= this.OnItemMovedForward;
this.gameInventoryService.ItemRemoved -= this.OnItemRemovedForward;
this.gameInventoryService.ItemAdded -= this.OnItemAddedForward;
this.gameInventoryService.ItemChanged -= this.OnItemChangedForward;
this.ItemMoved = null;
this.ItemRemoved = null;
this.ItemAdded = null;
this.ItemChanged = null;
}
private void OnItemMovedForward(GameInventoryType source, uint sourceSlot, GameInventoryType destination, uint destinationSlot, GameInventoryItem item)
=> this.ItemMoved?.Invoke(source, sourceSlot, destination, destinationSlot, item);
private void OnItemRemovedForward(GameInventoryType source, uint sourceSlot, GameInventoryItem item)
=> this.ItemRemoved?.Invoke(source, sourceSlot, item);
private void OnItemAddedForward(GameInventoryType destination, uint destinationSlot, GameInventoryItem item)
=> this.ItemAdded?.Invoke(destination, destinationSlot, item);
private void OnItemChangedForward(GameInventoryType inventory, uint slot, GameInventoryItem item)
=> this.ItemChanged?.Invoke(inventory, slot, item);
}

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namespace Dalamud.Game.Inventory;
/// <summary>
/// Class representing an inventory item change event.
/// </summary>
internal class GameInventoryItemChangelog
{
/// <summary>
/// Initializes a new instance of the <see cref="GameInventoryItemChangelog"/> class.
/// </summary>
/// <param name="state">Item state.</param>
/// <param name="item">Item.</param>
internal GameInventoryItemChangelog(GameInventoryChangelogState state, GameInventoryItem item)
{
this.State = state;
this.Item = item;
}
/// <summary>
/// Gets the state of this changelog event.
/// </summary>
internal GameInventoryChangelogState State { get; }
/// <summary>
/// Gets the item for this changelog event.
/// </summary>
internal GameInventoryItem Item { get; }
}

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namespace Dalamud.Game.Inventory;
/// <summary>
/// Class representing a item's changelog state.
/// </summary>
internal enum GameInventoryChangelogState
{
/// <summary>
/// Item was added to an inventory.
/// </summary>
Added,
/// <summary>
/// Item was removed from an inventory.
/// </summary>
Removed,
}

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using System.Runtime.CompilerServices;
using FFXIVClientStructs.FFXIV.Client.Game;
namespace Dalamud.Game.Inventory;
/// <summary>
/// Dalamud wrapper around a ClientStructs InventoryItem.
/// </summary>
public unsafe class GameInventoryItem
{
private InventoryItem internalItem;
/// <summary>
/// Initializes a new instance of the <see cref="GameInventoryItem"/> class.
/// </summary>
/// <param name="item">Inventory item to wrap.</param>
internal GameInventoryItem(InventoryItem item)
{
this.internalItem = item;
}
/// <summary>
/// Gets the container inventory type.
/// </summary>
public GameInventoryType ContainerType => (GameInventoryType)this.internalItem.Container;
/// <summary>
/// Gets the inventory slot index this item is in.
/// </summary>
public uint InventorySlot => (uint)this.internalItem.Slot;
/// <summary>
/// Gets the item id.
/// </summary>
public uint ItemId => this.internalItem.ItemID;
/// <summary>
/// Gets the quantity of items in this item stack.
/// </summary>
public uint Quantity => this.internalItem.Quantity;
/// <summary>
/// Gets the spiritbond of this item.
/// </summary>
public uint Spiritbond => this.internalItem.Spiritbond;
/// <summary>
/// Gets the repair condition of this item.
/// </summary>
public uint Condition => this.internalItem.Condition;
/// <summary>
/// Gets a value indicating whether the item is High Quality.
/// </summary>
public bool IsHq => this.internalItem.Flags.HasFlag(InventoryItem.ItemFlags.HQ);
/// <summary>
/// Gets a value indicating whether the item has a company crest applied.
/// </summary>
public bool IsCompanyCrestApplied => this.internalItem.Flags.HasFlag(InventoryItem.ItemFlags.CompanyCrestApplied);
/// <summary>
/// Gets a value indicating whether the item is a relic.
/// </summary>
public bool IsRelic => this.internalItem.Flags.HasFlag(InventoryItem.ItemFlags.Relic);
/// <summary>
/// Gets a value indicating whether the is a collectable.
/// </summary>
public bool IsCollectable => this.internalItem.Flags.HasFlag(InventoryItem.ItemFlags.Collectable);
/// <summary>
/// Gets the array of materia types.
/// </summary>
public ReadOnlySpan<ushort> Materia => new(Unsafe.AsPointer(ref this.internalItem.Materia[0]), 5);
/// <summary>
/// Gets the array of materia grades.
/// </summary>
public ReadOnlySpan<ushort> MateriaGrade => new(Unsafe.AsPointer(ref this.internalItem.MateriaGrade[0]), 5);
/// <summary>
/// Gets the color used for this item.
/// </summary>
public byte Stain => this.internalItem.Stain;
/// <summary>
/// Gets the glamour id for this item.
/// </summary>
public uint GlmaourId => this.internalItem.GlamourID;
/// <summary>
/// Gets the items crafter's content id.
/// NOTE: I'm not sure if this is a good idea to include or not in the dalamud api. Marked internal for now.
/// </summary>
internal ulong CrafterContentId => this.internalItem.CrafterContentID;
}

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namespace Dalamud.Game.Inventory;
/// <summary>
/// Enum representing various player inventories.
/// </summary>
public enum GameInventoryType : uint
{
/// <summary>
/// First panel of main player inventory.
/// </summary>
Inventory1 = 0,
/// <summary>
/// Second panel of main player inventory.
/// </summary>
Inventory2 = 1,
/// <summary>
/// Third panel of main player inventory.
/// </summary>
Inventory3 = 2,
/// <summary>
/// Fourth panel of main player inventory.
/// </summary>
Inventory4 = 3,
/// <summary>
/// Items that are currently equipped by the player.
/// </summary>
EquippedItems = 1000,
/// <summary>
/// Player currency container.
/// ie, gil, serpent seals, sacks of nuts.
/// </summary>
Currency = 2000,
/// <summary>
/// Crystal container.
/// </summary>
Crystals = 2001,
/// <summary>
/// Mail container.
/// </summary>
Mail = 2003,
/// <summary>
/// Key item container.
/// </summary>
KeyItems = 2004,
/// <summary>
/// Quest item hand-in inventory.
/// </summary>
HandIn = 2005,
/// <summary>
/// DamagedGear container.
/// </summary>
DamagedGear = 2007,
/// <summary>
/// Examine window container.
/// </summary>
Examine = 2009,
/// <summary>
/// Doman Enclave Reconstruction Reclamation Box.
/// </summary>
ReconstructionBuyback = 2013,
/// <summary>
/// Armory off-hand weapon container.
/// </summary>
ArmoryOffHand = 3200,
/// <summary>
/// Armory head container.
/// </summary>
ArmoryHead = 3201,
/// <summary>
/// Armory body container.
/// </summary>
ArmoryBody = 3202,
/// <summary>
/// Armory hand/gloves container.
/// </summary>
ArmoryHands = 3203,
/// <summary>
/// Armory waist container.
/// <remarks>
/// This container should be unused as belt items were removed from the game in Shadowbringers.
/// </remarks>
/// </summary>
ArmoryWaist = 3204,
/// <summary>
/// Armory legs/pants/skirt container.
/// </summary>
ArmoryLegs = 3205,
/// <summary>
/// Armory feet/boots/shoes container.
/// </summary>
ArmoryFeets = 3206,
/// <summary>
/// Armory earring container.
/// </summary>
ArmoryEar = 3207,
/// <summary>
/// Armory necklace container.
/// </summary>
ArmoryNeck = 3208,
/// <summary>
/// Armory bracelet container.
/// </summary>
ArmoryWrist = 3209,
/// <summary>
/// Armory ring container.
/// </summary>
ArmoryRings = 3300,
/// <summary>
/// Armory soul crystal container.
/// </summary>
ArmorySoulCrystal = 3400,
/// <summary>
/// Armory main-hand weapon container.
/// </summary>
ArmoryMainHand = 3500,
/// <summary>
/// First panel of saddelbag inventory.
/// </summary>
SaddleBag1 = 4000,
/// <summary>
/// Second panel of Saddlebag inventory.
/// </summary>
SaddleBag2 = 4001,
/// <summary>
/// First panel of premium saddlebag inventory.
/// </summary>
PremiumSaddleBag1 = 4100,
/// <summary>
/// Second panel of premium saddlebag inventory.
/// </summary>
PremiumSaddleBag2 = 4101,
/// <summary>
/// First panel of retainer inventory.
/// </summary>
RetainerPage1 = 10000,
/// <summary>
/// Second panel of retainer inventory.
/// </summary>
RetainerPage2 = 10001,
/// <summary>
/// Third panel of retainer inventory.
/// </summary>
RetainerPage3 = 10002,
/// <summary>
/// Fourth panel of retainer inventory.
/// </summary>
RetainerPage4 = 10003,
/// <summary>
/// Fifth panel of retainer inventory.
/// </summary>
RetainerPage5 = 10004,
/// <summary>
/// Sixth panel of retainer inventory.
/// </summary>
RetainerPage6 = 10005,
/// <summary>
/// Seventh panel of retainer inventory.
/// </summary>
RetainerPage7 = 10006,
/// <summary>
/// Retainer equipment container.
/// </summary>
RetainerEquippedItems = 11000,
/// <summary>
/// Retainer currency container.
/// </summary>
RetainerGil = 12000,
/// <summary>
/// Retainer crystal container.
/// </summary>
RetainerCrystals = 12001,
/// <summary>
/// Retainer market item container.
/// </summary>
RetainerMarket = 12002,
/// <summary>
/// First panel of Free Company inventory.
/// </summary>
FreeCompanyPage1 = 20000,
/// <summary>
/// Second panel of Free Company inventory.
/// </summary>
FreeCompanyPage2 = 20001,
/// <summary>
/// Third panel of Free Company inventory.
/// </summary>
FreeCompanyPage3 = 20002,
/// <summary>
/// Fourth panel of Free Company inventory.
/// </summary>
FreeCompanyPage4 = 20003,
/// <summary>
/// Fifth panel of Free Company inventory.
/// </summary>
FreeCompanyPage5 = 20004,
/// <summary>
/// Free Company currency container.
/// </summary>
FreeCompanyGil = 22000,
/// <summary>
/// Free Company crystal container.
/// </summary>
FreeCompanyCrystals = 22001,
/// <summary>
/// Housing exterior appearance container.
/// </summary>
HousingExteriorAppearance = 25000,
/// <summary>
/// Housing exterior placed items container.
/// </summary>
HousingExteriorPlacedItems = 25001,
/// <summary>
/// Housing interior appearance container.
/// </summary>
HousingInteriorAppearance = 25002,
/// <summary>
/// First panel of housing interior inventory.
/// </summary>
HousingInteriorPlacedItems1 = 25003,
/// <summary>
/// Second panel of housing interior inventory.
/// </summary>
HousingInteriorPlacedItems2 = 25004,
/// <summary>
/// Third panel of housing interior inventory.
/// </summary>
HousingInteriorPlacedItems3 = 25005,
/// <summary>
/// Fourth panel of housing interior inventory.
/// </summary>
HousingInteriorPlacedItems4 = 25006,
/// <summary>
/// Fifth panel of housing interior inventory.
/// </summary>
HousingInteriorPlacedItems5 = 25007,
/// <summary>
/// Sixth panel of housing interior inventory.
/// </summary>
HousingInteriorPlacedItems6 = 25008,
/// <summary>
/// Seventh panel of housing interior inventory.
/// </summary>
HousingInteriorPlacedItems7 = 25009,
/// <summary>
/// Eighth panel of housing interior inventory.
/// </summary>
HousingInteriorPlacedItems8 = 25010,
/// <summary>
/// Housing exterior storeroom inventory.
/// </summary>
HousingExteriorStoreroom = 27000,
/// <summary>
/// First panel of housing interior storeroom inventory.
/// </summary>
HousingInteriorStoreroom1 = 27001,
/// <summary>
/// Second panel of housing interior storeroom inventory.
/// </summary>
HousingInteriorStoreroom2 = 27002,
/// <summary>
/// Third panel of housing interior storeroom inventory.
/// </summary>
HousingInteriorStoreroom3 = 27003,
/// <summary>
/// Fourth panel of housing interior storeroom inventory.
/// </summary>
HousingInteriorStoreroom4 = 27004,
/// <summary>
/// Fifth panel of housing interior storeroom inventory.
/// </summary>
HousingInteriorStoreroom5 = 27005,
/// <summary>
/// Sixth panel of housing interior storeroom inventory.
/// </summary>
HousingInteriorStoreroom6 = 27006,
/// <summary>
/// Seventh panel of housing interior storeroom inventory.
/// </summary>
HousingInteriorStoreroom7 = 27007,
/// <summary>
/// Eighth panel of housing interior storeroom inventory.
/// </summary>
HousingInteriorStoreroom8 = 27008,
}

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using Dalamud.Game.Inventory;
namespace Dalamud.Plugin.Services;
/// <summary>
/// This class provides events for the in-game inventory.
/// </summary>
public interface IGameInventory
{
/// <summary>
/// Delegate function for when an item is moved from one inventory to the next.
/// </summary>
/// <param name="source">Which inventory the item was moved from.</param>
/// <param name="sourceSlot">The slot this item was moved from.</param>
/// <param name="destination">Which inventory the item was moved to.</param>
/// <param name="destinationSlot">The slot this item was moved to.</param>
/// <param name="item">The item moved.</param>
public delegate void OnItemMovedDelegate(GameInventoryType source, uint sourceSlot, GameInventoryType destination, uint destinationSlot, GameInventoryItem item);
/// <summary>
/// Delegate function for when an item is removed from an inventory.
/// </summary>
/// <param name="source">Which inventory the item was removed from.</param>
/// <param name="sourceSlot">The slot this item was removed from.</param>
/// <param name="item">The item removed.</param>
public delegate void OnItemRemovedDelegate(GameInventoryType source, uint sourceSlot, GameInventoryItem item);
/// <summary>
/// Delegate function for when an item is added to an inventory.
/// </summary>
/// <param name="destination">Which inventory the item was added to.</param>
/// <param name="destinationSlot">The slot this item was added to.</param>
/// <param name="item">The item added.</param>
public delegate void OnItemAddedDelegate(GameInventoryType destination, uint destinationSlot, GameInventoryItem item);
/// <summary>
/// Delegate function for when an items properties are changed.
/// </summary>
/// <param name="inventory">Which inventory the item that was changed is in.</param>
/// <param name="slot">The slot the item that was changed is in.</param>
/// <param name="item">The item changed.</param>
public delegate void OnItemChangedDelegate(GameInventoryType inventory, uint slot, GameInventoryItem item);
/// <summary>
/// Event that is fired when an item is moved from one inventory to another.
/// </summary>
public event OnItemMovedDelegate ItemMoved;
/// <summary>
/// Event that is fired when an item is removed from one inventory.
/// </summary>
/// <remarks>
/// This event will also be fired when an item is moved from one inventory to another.
/// </remarks>
public event OnItemRemovedDelegate ItemRemoved;
/// <summary>
/// Event that is fired when an item is added to one inventory.
/// </summary>
/// <remarks>
/// This event will also be fired when an item is moved from one inventory to another.
/// </remarks>
public event OnItemAddedDelegate ItemAdded;
/// <summary>
/// Event that is fired when an items properties are changed.
/// </summary>
public event OnItemChangedDelegate ItemChanged;
}